Release a feature for add an AI player or more than one

Steven1985

Active member
Hi, some days ago I sent an e-mail a Crimsondeath about insert  Insert an option in the game Neon Lighting Force - TrueRoleDreams:

"Hi,
I'd like that you
insert, like final fight 3 for SNES, the possibility of playing together with one or more of a partner commanded by A. I in the game Neon Lighting Force."

I immediately received a reply from them:

"Hi it's Crimsondeath xd

Final Fight 3 AI pIayer?
That's one of the features that I would love to have included in Neon Lightning Force really x.x , but OpenBOR's engine limitations didn't help xd.

But there are some stages where NPCs helps you to fight gangs: Central Park - Stage 3 (Alternate path) and the riot on the Central Highway - Stage 5.

I hope one day the OpenBOR team release a feature for add an AI player, for now it's no possible x.x

Greetings"

Is possible to release a feature for add an AI player or more than one?

 
you cant be serious, just spawn npc , he will help you during fight  , its  very easy and doable since over 10 years , i have it in super fightin spirit mod fom 2010.

 
bWWd said:
you cant be serious, just spawn npc , he will help you during fight  , its  very easy and doable since over 10 years , i have it in super fightin spirit mod fom 2010.

Could you make me a video tutorial? 
 
Steven1985 I suggest you to read the manual, because since its a basic thing it would be better to read the manual first
https://dcemulation.org/index.php?title=OpenBORManual#Basic_Stats

Take a look at TYPE and NPC
 
Do you mean something like this? http://www.chronocrash.com/forum/index.php?topic=4395.0

From what I understand it, you would like to choose a second character on the selection screen and have that character controlled by AI (just like in Final Fight 3).

Unfortunately this is not possible (yes ... it would be a dream of mine too!). The AI can only be added through the stage files or through the player itself (as I did) setting by "NPC"
 
Ales Ros said:
Unfortunately this is not possible (yes ... it would be a dream of mine too!). The AI can only be added through the stage files or through the player itself (as I did) setting by "NPC"

Ales Ros Please don't make statements like this - there isn't a single gameplay feature that is not possible. You are thinking too linearly. "I want an NPC option" is really a series of smaller requests, all of which have examples throughout this forum. There are three main parts:

  • Menu Selection - This is by far the most tedious part. Custom menus can be difficult because you must build them yourself. But you can do them if you are willing to put in the effort. Check out Avengers and some other later modules - you will find several basic examples.
  • Spawning - Bringing the NPC into gameplay based on a selection isn't particularly difficult, you just need to get the basics of spawning down. Bloodbane took an old spawn script of mine and made numerous variations on it that will do the job nicely.
  • NPC Behavior - This part is brain-dead simple because it's already built in. Follow the manual like O Ilusionista said, and you'll have a working NPC. All you need to do is tweak its AI to make it fight how you like. This is exactly the same as working with enemies.

Now put those three together, and that's your request.

DC
 
Hi Steven1985 and Ales Ros

Scripts are a very powerful tool that can do a lot of things, including CPU partners and custom menus. No need to ask for including it as a native engine function.

For example, as I said before in another posts, SOR2X has a CPU partner code in development and maybe can help. Like DC and Ilu said, you can see the manual or another game codes to understand how it works.

If you want, download and open SOR2X pak and see all codes related to "partner" function. I suggest to use Notepad++, press CTRL+F, select the tab "Find in files", type the word "partner" and it will return all content related to it. Don't forget to open the pak file with Paxplode before.

Here is the game file:
https://drive.google.com/open?id=1r7O1hKoD-7Vs2q5kxI3k7GrXuG1Wn7dj

You can see an example in this video before, to know if it will fit to your projects. The partner test starts at 11:30 in the video:
https://www.youtube.com/watch?v=YRj7YOIcYaE
 
Kratus said:
Hi Steven1985 and Ales Ros

Scripts are a very powerful tool that can do a lot of things, including CPU partners and custom menus. No need to ask for including it as a native engine function.

For example, as I said before in another posts, SOR2X has a CPU partner code in development and maybe can help. Like DC and Ilu said, you can see the manual or another game codes to understand how it works.

If you want, download and open SOR2X pak and see all codes related to "partner" function. I suggest to use Notepad++, press CTRL+F, select the tab "Find in files", type the word "partner" and it will return all content related to it. Don't forget to open the pak file with Paxplode before.

Here is the game file:
https://drive.google.com/open?id=1r7O1hKoD-7Vs2q5kxI3k7GrXuG1Wn7dj

You can see an example in this video before, to know if it will fit to your projects. The partner test starts at 11:30 in the video:
https://www.youtube.com/watch?v=YRj7YOIcYaE

I'd like that the energy bar of Axel (CPU) is like that one of the player and I'd like also have the possibility to add a second partner CPU.
 
Damon Caskey said:
Ales Ros said:
Unfortunately this is not possible (yes ... it would be a dream of mine too!). The AI can only be added through the stage files or through the player itself (as I did) setting by "NPC"

Ales Ros Please don't make statements like this - there isn't a single gameplay feature that is not possible. You are thinking too linearly. "I want an NPC option" is really a series of smaller requests, all of which have examples throughout this forum. There are three main parts:

  • Menu Selection - This is by far the most tedious part. Custom menus can be difficult because you must build them yourself. But you can do them if you are willing to put in the effort. Check out Avengers and some other later modules - you will find several basic examples.
  • Spawning - Bringing the NPC into gameplay based on a selection isn't particularly difficult, you just need to get the basics of spawning down. Bloodbane took an old spawn script of mine and made numerous variations on it that will do the job nicely.
  • NPC Behavior - This part is brain-dead simple because it's already built in. Follow the manual like O Ilusionista said, and you'll have a working NPC. All you need to do is tweak its AI to make it fight how you like. This is exactly the same as working with enemies.

Now put those three together, and that's your request.

DC

I think you didn't understand what I meant. I was talking about choosing an NPC through the selection screen (not in game - the same select screen that you choose your character) and this is not possible since when an entity is set to "NPC" it does not appear on the selection screen (it only appears when the type is PLAYER)
This is exactly what happens in Final Fight 3 and Steven1985 wants to do

but of course, I may be wrong. But I never saw a game where they did that.

Kratus said:
Hi Steven1985 and Ales Ros

Scripts are a very powerful tool that can do a lot of things, including CPU partners and custom menus. No need to ask for including it as a native engine function.

For example, as I said before in another posts, SOR2X has a CPU partner code in development and maybe can help. Like DC and Ilu said, you can see the manual or another game codes to understand how it works.

If you want, download and open SOR2X pak and see all codes related to "partner" function. I suggest to use Notepad++, press CTRL+F, select the tab "Find in files", type the word "partner" and it will return all content related to it. Don't forget to open the pak file with Paxplode before.

Here is the game file:
https://drive.google.com/open?id=1r7O1hKoD-7Vs2q5kxI3k7GrXuG1Wn7dj

You can see an example in this video before, to know if it will fit to your projects. The partner test starts at 11:30 in the video:
https://www.youtube.com/watch?v=YRj7YOIcYaE

I tried to test this game here, but it didn't work (the program closes). I tested on the latest version of Openbor. Maybe I should try older version..
This menu partner is really good, but i dont think is something easy to do. I will try to access the game files to see if I can find out how it was done.
 
Ales Ros said:
I think you didn't understand what I meant. I was talking about choosing an NPC through the selection screen (not in game - the same select screen that you choose your character) and this is not possible since when an entity is set to "NPC" it does not appear on the selection screen (it only appears when the type is PLAYER)

but of course, I may be wrong. But I never saw a game where they did that.

No friend, I know what you are asking for. It is not a native function, but the engine can and will do it. You're just going to have to buckle down and learn how to build custom menus - the selection screen is no different that any other part of the game. It can be modified and refactored to do whatever you want.

I tried to test this game here, but it didn't work (the program closes). I tested on the latest version of Openbor. Maybe I should try older version..
This menu partner is really good, but i dont think is something easy to do. I will try to access the game files to see if I can find out how it was done.

The best way to learn and adapt something for your own use is by taking it bits at a time. Download the examples you find (like SOR2X), and just tweak a little something here and there. This will give you a better feel of how it works. Then you can move on to gradually more advanced work, eventually building it to suit your own project. If you try too much at once and it doesn't run, there's way too much guesswork trying to figure out what you did wrong.

DC
 
Well... it would be easier if it was possible to change the character type (player> NPC) in game (from what I searched on the forum this is not possible)

The second option, I tried to "switch" the player with NPC (in this case "deleting" the character player and creating an NPC in the place) but I think it is also not possible to do that.

At the moment I have the idea of ​​creating a basic spawn NPC menu (in game)
I read the topic below but found it very complicated.

http://www.chronocrash.com/forum/index.php?topic=3346.45

My goal would be to make a very simple menu, just with a list of all the NPCs listed to choose from... and thats it. No necessary to add images or something like that.
I have no idea where to start. I will continue reading the openbor tutorial to see if I can get something.

EDIT:
Forget what i said. It is possible to kill the player. I did that now.
I think it will works!
 
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